gtkradiant/radiant/texwindow.cpp
2017-01-01 08:34:13 -06:00

1909 lines
55 KiB
C++

/*
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
//
// Texture Window
//
// Leonardo Zide (leo@lokigames.com)
//
/*!\todo
Clean up texture menu.
- Remove all global variables and use some objects instead.
- Create an interface for a plugin to add texture menu items.
- Make sure the interface is not dependent on gtk.
*/
#ifdef _WIN32
//#include <gdk/win32/gdkwin32.h>
#include <gdk/gdkwin32.h>
#endif
#if defined ( __linux__ ) || defined ( __APPLE__ )
#include <gdk/gdkx.h>
#include <dirent.h>
#endif
#include <gtk/gtk.h>
#include <assert.h>
#include <sys/stat.h>
#include "stdafx.h"
#include "texwindow.h"
#include "str.h"
#include "missing.h"
#include "texmanip.h"
#define TYP_MIPTEX 68
#define FONT_HEIGHT 10
int texture_mode = GL_LINEAR_MIPMAP_LINEAR;
int g_nTextureOffset = 0;
// current active texture directory
//++timo FIXME: I'm not sure this is used anymore
char texture_directory[128];
// if true, the texture window will only display in-use shaders
// if false, all the shaders in memory are displayed
qboolean g_bShowAllShaders;
bool g_bFilterEnabled = false;
CString g_strFilter;
// texture layout functions
// TTimo: now based on shaders
int nActiveShadersCount;
int nCurrentShader;
IShader* pCurrentShader;
qtexture_t *current_texture = NULL;
int current_x, current_y, current_row;
// globals for textures
int texture_nummenus;
char texture_menunames[MAX_TEXTUREDIRS][128];
// the list of scripts/*.shader files we need to work with
// those are listed in shaderlist file
// FIXME TTimo I get the feeling that those would need to move to the shaders module
// for now it's still more simple to just keep it here
GSList *l_shaderfiles = NULL;
void SelectTexture( int mx, int my, bool bShift, bool bFitScale = false );
void Texture_MouseDown( int x, int y, int buttons );
void Texture_MouseMoved( int x, int y, int buttons );
CPtrArray g_lstSkinCache;
// TTimo: modifed to add a qtexture_t, Texture_LoadSkin loads using the shader API / QERApp_TryTexture_ForName
// m_strName is a copy of qtex->name
struct SkinInfo
{
CString m_strName;
int m_nTextureBind;
qtexture_t *m_qtex;
SkinInfo( const char *pName, int n, qtexture_t *qtex ){
m_strName = pName;
m_nTextureBind = n;
m_qtex = qtex;
};
SkinInfo(){};
};
// =============================================================================
// global functions
// gets active texture extension
//
// FIXME: fix this to be generic from project file
//
int GetTextureExtensionCount(){
// hardcoded hack for png support
if ( g_pGameDescription->mGameFile == "sof2.game" ) {
return 3;
} else {
return 2;
}
}
const char* GetTextureExtension( int nIndex ){
switch ( nIndex )
{
case 0:
return "tga";
break;
case 1:
return "jpg";
break;
case 2:
return "png";
break;
default:
return NULL;
}
}
/*
==============
Texture_InitPalette
==============
*/
void Texture_InitPalette( byte *pal ){
int r,g,b;
int i;
int inf;
byte gammatable[256];
float gamma;
gamma = g_qeglobals.d_savedinfo.fGamma;
if ( gamma == 1.0 ) {
for ( i = 0 ; i < 256 ; i++ )
gammatable[i] = i;
}
else
{
for ( i = 0 ; i < 256 ; i++ )
{
inf = (int)( 255.0f * pow( ( i + 0.5f ) / 255.5f, gamma ) + 0.5f );
if ( inf < 0 ) {
inf = 0;
}
if ( inf > 255 ) {
inf = 255;
}
gammatable[i] = inf;
}
}
for ( i = 0 ; i < 256 ; i++ )
{
r = gammatable[pal[0]];
g = gammatable[pal[1]];
b = gammatable[pal[2]];
pal += 3;
}
}
void SetTexParameters( void ){
qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, texture_mode );
switch ( texture_mode )
{
case GL_NEAREST:
case GL_NEAREST_MIPMAP_NEAREST:
case GL_NEAREST_MIPMAP_LINEAR:
qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
break;
case GL_LINEAR:
case GL_LINEAR_MIPMAP_NEAREST:
case GL_LINEAR_MIPMAP_LINEAR:
qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
break;
}
}
/*
============
Texture_SetMode
============
*/
void Texture_SetMode( int iMenu ){
int iMode;
qboolean texturing = true;
gpointer item = NULL;
switch ( iMenu )
{
case ID_VIEW_NEAREST:
item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_nearest" );
iMode = GL_NEAREST;
break;
case ID_VIEW_NEARESTMIPMAP:
item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_nearestmipmap" );
iMode = GL_NEAREST_MIPMAP_NEAREST;
break;
case ID_VIEW_LINEAR:
item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_linear" );
iMode = GL_LINEAR;
break;
case ID_VIEW_BILINEAR:
item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_bilinear" );
iMode = GL_NEAREST_MIPMAP_LINEAR;
break;
case ID_VIEW_BILINEARMIPMAP:
item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_bilinearmipmap" );
iMode = GL_LINEAR_MIPMAP_NEAREST;
break;
case ID_VIEW_TRILINEAR:
item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_trilinear" );
iMode = GL_LINEAR_MIPMAP_LINEAR;
break;
case ID_TEXTURES_WIREFRAME:
item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_wireframe" );
iMode = -1;
texturing = false;
break;
case ID_TEXTURES_FLATSHADE:
item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_flatshade" );
iMode = -1;
texturing = false;
break;
default:
return;
}
g_qeglobals.d_savedinfo.iTexMenu = iMenu;
// NOTE: texture_mode is a GLenum used directly in glTexParameter
if ( iMode != -1 ) {
texture_mode = iMode;
}
g_bIgnoreCommands++;
if ( item != NULL ) {
gtk_check_menu_item_set_active( GTK_CHECK_MENU_ITEM( item ), TRUE );
}
g_bIgnoreCommands--;
if ( texturing ) {
SetTexParameters();
}
if ( !texturing && iMenu == ID_TEXTURES_WIREFRAME ) {
g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_wire;
Map_BuildBrushData();
Sys_UpdateWindows( W_ALL );
return;
}
else if ( !texturing && iMenu == ID_TEXTURES_FLATSHADE ) {
g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_solid;
Map_BuildBrushData();
Sys_UpdateWindows( W_ALL );
return;
}
for ( qtexture_t *q = g_qeglobals.d_qtextures; q; q = q->next )
{
qglBindTexture( GL_TEXTURE_2D, q->texture_number );
SetTexParameters();
}
// select the default texture
qglBindTexture( GL_TEXTURE_2D, 0 );
qglFinish();
if ( g_pParentWnd->GetCamWnd()->Camera()->draw_mode != cd_texture ) {
g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_texture;
Map_BuildBrushData();
}
Sys_UpdateWindows( W_ALL );
}
/*!
gamma correction stuff
took out of QERApp_LoadTextureRGBA for clarity
*/
byte g_gammatable[256];
void ResampleGamma( float fGamma ){
int i,inf;
if ( fGamma == 1.0 ) {
for ( i = 0; i < 256; i++ )
g_gammatable[i] = i;
}
else
{
for ( i = 0; i < 256; i++ )
{
inf = (int)( 255.0f * pow( ( i + 0.5f ) / 255.5f, fGamma ) + 0.5f );
if ( inf < 0 ) {
inf = 0;
}
if ( inf > 255 ) {
inf = 255;
}
g_gammatable[i] = inf;
}
}
}
/*!
this function does the actual processing of raw RGBA data into a GL texture
it will also generate the mipmaps
it looks like pPixels nWidth nHeight are the only relevant parameters
*/
qtexture_t *QERApp_LoadTextureRGBA( unsigned char* pPixels, int nWidth, int nHeight ){
static float fGamma = -1;
float total[3];
byte *outpixels = NULL;
int i, j, resampled, width2, height2, width3, height3;
int max_tex_size = 0, mip = 0;
int nCount = nWidth * nHeight;
if ( fGamma != g_qeglobals.d_savedinfo.fGamma ) {
fGamma = g_qeglobals.d_savedinfo.fGamma;
ResampleGamma( fGamma );
}
qglGetIntegerv( GL_MAX_TEXTURE_SIZE, &max_tex_size );
if ( !max_tex_size ) {
max_tex_size = 1024;
}
qtexture_t *q = (qtexture_t*)g_malloc( sizeof( *q ) );
q->width = nWidth;
q->height = nHeight;
total[0] = total[1] = total[2] = 0.0f;
// resample texture gamma according to user settings
for ( i = 0; i < ( nCount * 4 ); i += 4 )
{
for ( j = 0; j < 3; j++ )
{
total[j] += ( pPixels + i )[j];
byte b = ( pPixels + i )[j];
( pPixels + i )[j] = g_gammatable[b];
}
}
q->color[0] = total[0] / ( nCount * 255 );
q->color[1] = total[1] / ( nCount * 255 );
q->color[2] = total[2] / ( nCount * 255 );
qglGenTextures( 1, &q->texture_number );
qglBindTexture( GL_TEXTURE_2D, q->texture_number );
SetTexParameters();
width2 = 1; while ( width2 < nWidth ) width2 <<= 1;
height2 = 1; while ( height2 < nHeight ) height2 <<= 1;
width3 = width2;
height3 = height2;
while ( width3 > max_tex_size ) width3 >>= 1;
while ( height3 > max_tex_size ) height3 >>= 1;
if ( width3 < 1 ) {
width3 = 1;
}
if ( height3 < 1 ) {
height3 = 1;
}
if ( !( width2 == nWidth && height2 == nHeight ) ) {
resampled = 1;
outpixels = (byte *)malloc( width2 * height2 * 4 );
R_ResampleTexture( pPixels, nWidth, nHeight, outpixels, width2, height2, 4 );
}
else {
resampled = 0;
outpixels = pPixels;
}
while ( width2 > width3 || height2 > height3 )
{
GL_MipReduce( outpixels, outpixels, width2, height2, width3, height3 );
if ( width2 > width3 ) {
width2 >>= 1;
}
if ( height2 > height3 ) {
height2 >>= 1;
}
}
qglTexImage2D( GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels );
while ( width2 > 1 || height2 > 1 )
{
GL_MipReduce( outpixels, outpixels, width2, height2, 1, 1 );
if ( width2 > 1 ) {
width2 >>= 1;
}
if ( height2 > 1 ) {
height2 >>= 1;
}
qglTexImage2D( GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels );
}
qglBindTexture( GL_TEXTURE_2D, 0 );
if ( resampled ) {
free( outpixels );
}
return q;
}
/*
==================
DumpUnreferencedShaders
usefull function: dumps the list of .shader files that are not referenced to the console
==================
*/
void DumpUnreferencedShaders(){
GSList *lst, *sh, *files;
bool bFound = false;
files = vfsGetFileList( "scripts", "shader" );
for ( lst = files; lst; lst = lst->next )
{
bool listed = false;
for ( sh = l_shaderfiles; sh != NULL; sh = g_slist_next( sh ) )
if ( !strcmp( (char*)sh->data, (char*)lst->data ) ) {
listed = true;
break;
}
if ( !listed ) {
if ( !bFound ) {
bFound = true;
Sys_FPrintf( SYS_WRN, "Following shader files are not referenced in shaderlist.txt:\n" );
}
Sys_FPrintf( SYS_WRN, "%s\n", (char*)lst->data );
}
}
vfsClearFileDirList( &files );
}
/*
==================
BuildShaderList
build a CStringList of shader names
==================
*/
void BuildShaderList(){
int count;
char filename[1024];
char *pBuff;
char dirstring[NAME_MAX];
int nLen;
if ( l_shaderfiles != NULL ) {
g_slist_free( l_shaderfiles );
l_shaderfiles = NULL;
}
if ( g_pGameDescription->mGameFile != "hl.game" ) {
strcpy( filename, g_pGameDescription->mShaderlist.GetBuffer() );
count = vfsGetFileCount( filename, 0 );
if ( count == 0 ) {
Sys_FPrintf( SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
return;
}
// NOTE TTimo we use vfsGetFullPath solely to get the full path of the shader list we are gonna load
// but we actually send the relative path to vfsLoadFile
// so let's hope there is no disparity between the two functions
if ( !vfsGetFullPath( filename, 0, 0 ) ) {
Sys_FPrintf( SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
return;
}
Sys_Printf( "Parsing shader files from %s\n", vfsGetFullPath( filename, 0, 0 ) );
nLen = vfsLoadFile( filename, reinterpret_cast<void**>( &pBuff ), 0 );
if ( nLen > 0 ) {
StartTokenParsing( pBuff );
nLen = 0;
while ( GetToken( true ) )
{
GSList *tmp;
bool found = false;
// each token should be a shader filename
sprintf( dirstring, "%s.shader", token );
for ( tmp = l_shaderfiles; tmp != NULL; tmp = tmp->next )
{
if ( !strcmp( dirstring, (char*)tmp->data ) ) {
found = true;
Sys_FPrintf( SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data );
break;
}
}
if ( !found ) {
l_shaderfiles = g_slist_append( l_shaderfiles, strdup( dirstring ) );
nLen++;
}
}
g_free( pBuff );
}
}
}
/*
==================
FillTextureMenu
==================
*/
void ClearGSList( GSList* lst ){
GSList *p = lst;
while ( p )
{
free( p->data );
p = g_slist_remove( p, p->data );
}
}
void FillTextureMenu( GSList** pArray ){
GtkWidget *menu, *sep, *item; // point to the Textures GtkMenu and to the last separator
GList *lst;
GSList *texdirs = NULL;
GSList *texdirs_tmp = NULL;
GSList *p;
char dirRoot[NAME_MAX];
// delete everything
menu = GTK_WIDGET( g_object_get_data( G_OBJECT( g_qeglobals_gui.d_main_window ), "menu_textures" ) );
sep = GTK_WIDGET( g_object_get_data( G_OBJECT( g_qeglobals_gui.d_main_window ), "menu_textures_separator" ) );
lst = g_list_find( gtk_container_children( GTK_CONTAINER( menu ) ), sep );
while ( lst->next )
{
// these delete functions are recursive, it's gonna free all submenus
gtk_widget_destroy( GTK_WIDGET( lst->next->data ) );
// lst is no longer relevant, need to get it again
lst = g_list_find( gtk_container_children( GTK_CONTAINER( menu ) ), sep );
}
texture_nummenus = 0;
// add everything
if ( !g_qeglobals.d_project_entity ) {
return;
}
// scan texture dirs and pak files only if not restricting to shaderlist
if ( !g_PrefsDlg.m_bTexturesShaderlistOnly ) {
texdirs_tmp = vfsGetDirList( "textures/" );
for ( p = texdirs_tmp; p; p = g_slist_next( p ) )
{
// Hydra: erm, this didn't used to do anything except leak memory...
// For Halflife support this is required to work however.
// g_slist_append(texdirs, p->data);
texdirs = g_slist_append( texdirs, strdup( (char *)p->data ) );
}
vfsClearFileDirList( &texdirs_tmp );
}
// scan the shaders in shaderlist.txt
BuildShaderList();
PreloadShaders();
DumpUnreferencedShaders();
while ( l_shaderfiles != NULL )
{
char shaderfile[PATH_MAX];
gboolean found = FALSE;
ExtractFileName( (char*)l_shaderfiles->data, shaderfile );
StripExtension( shaderfile );
strlwr( shaderfile );
for ( GSList *tmp = texdirs; tmp; tmp = g_slist_next( tmp ) )
if ( !strcasecmp( (char*)tmp->data, shaderfile ) ) {
found = TRUE;
break;
}
if ( !found ) {
texdirs = g_slist_prepend( texdirs, strdup( shaderfile ) );
}
free( l_shaderfiles->data );
l_shaderfiles = g_slist_remove( l_shaderfiles, l_shaderfiles->data );
}
// sort the list
texdirs = g_slist_sort( texdirs, (GCompareFunc)strcmp );
GSList *temp = texdirs;
while ( temp )
{
char* ptr = strchr( (char*)temp->data, '_' );
// do we shrink the menus?
if ( ptr != NULL ) {
// extract the root
strcpy( dirRoot, (char*)temp->data );
dirRoot[ptr - (char*)temp->data + 1] = 0;
// we shrink only if we have at least two things to shrink :-)
if ( temp->next && ( strstr( (char*)temp->next->data, dirRoot ) == (char*)temp->next->data ) ) {
GtkWidget *pSubMenu = gtk_menu_new();
GtkWidget *pSubMenuRef = pSubMenu;
// keep going...
do
{
item = gtk_menu_item_new_with_label( (char*)temp->data );
gtk_widget_show( item );
CheckMenuSplitting( pSubMenu );
gtk_container_add( GTK_CONTAINER( pSubMenu ), item );
gtk_signal_connect( GTK_OBJECT( item ), "activate", GTK_SIGNAL_FUNC( HandleCommand ),
GINT_TO_POINTER( CMD_TEXTUREWAD + texture_nummenus ) );
strcpy( texture_menunames[texture_nummenus], (char*)temp->data );
strcat( texture_menunames[texture_nummenus], "/" );
if ( pArray ) {
*pArray = g_slist_append( *pArray, strdup( (char*)temp->data ) );
}
if ( ++texture_nummenus == MAX_TEXTUREDIRS ) {
Sys_Printf( "WARNING: max texture directories count has been reached!\n" );
// push submenu and get out
item = gtk_menu_item_new_with_label( dirRoot );
gtk_widget_show( item );
gtk_container_add( GTK_CONTAINER( menu ), item );
gtk_menu_item_set_submenu( GTK_MENU_ITEM( item ), pSubMenu );
ClearGSList( texdirs );
return;
}
temp = temp->next;
}
while ( temp && ( strstr( (char*)temp->data, dirRoot ) == temp->data ) );
ptr = strchr( dirRoot, '_' );
*ptr = 0;
item = gtk_menu_item_new_with_label( dirRoot );
gtk_widget_show( item );
CheckMenuSplitting( menu );
gtk_container_add( GTK_CONTAINER( menu ), item );
gtk_menu_item_set_submenu( GTK_MENU_ITEM( item ), pSubMenuRef );
continue;
}
}
item = gtk_menu_item_new_with_label( (char*)temp->data );
gtk_widget_show( item );
CheckMenuSplitting( menu );
gtk_container_add( GTK_CONTAINER( menu ), item );
gtk_signal_connect( GTK_OBJECT( item ), "activate", GTK_SIGNAL_FUNC( HandleCommand ),
GINT_TO_POINTER( CMD_TEXTUREWAD + texture_nummenus ) );
strcpy( texture_menunames[texture_nummenus], (char*)temp->data );
strcat( texture_menunames[texture_nummenus], "/" );
if ( pArray ) {
*pArray = g_slist_append( *pArray, strdup( (char*)temp->data ) );
}
if ( ++texture_nummenus == MAX_TEXTUREDIRS ) {
Sys_Printf( "WARNING: max texture directories count has been reached!\n" );
ClearGSList( texdirs );
return;
}
temp = temp->next;
}
ClearGSList( texdirs );
}
/*
==============
Texture_ShowDirectory
relies on texture_directory global for the directory to use
called by
void Texture_ShowDirectory (int menunum, bool bLinked)
void Texture_ShowDirectory (char* pPath, bool bLinked)
1) Load the shaders for the given directory
2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
available through the IShaders interface
NOTE: for texture window layout:
all shaders are stored with alphabetical order after load
previously loaded and displayed stuff is hidden, only in-use and newly loaded is shown
( the GL textures are not flushed though)
==============
*/
void Texture_ShowDirectory(){
char name[1024];
char dirstring[1024];
CString strTemp;
int shaders_count = 0;
int textures_count = 0;
GSList *files = NULL, *temp;
g_bScreenUpdates = false;
// refresh the in-use textures: that will clear the IsDisplayed flag on unused stuff
// and leave it on in-use so they'll still be displayed
Texture_ShowInuse();
// and textures loaded in the following lines will be displayed as well...
// NOTE: shaders that are not in use but have been loaded previously are still in memory. But they don't get displayed.
g_qeglobals.d_texturewin.originy = 0;
// load texture_directory.shader
// NOTE: because of above call to Texture_ClearInuse, g_ActiveShaders will have the newly loaded shaders only
// we'll use that later to check if textures have a shader associated or not
// NOTE: all shaders loaded through QERApp_LoadShadersFromDir will get their InUse flag to True, we'll need a call to Texture_ShowInUse for later cleanup/adjustment
// NOTE: QERApp_LoadShadersFromDir has two criterions for loading a shader:
// the shaderfile is texture_directory (like "museum" will load everything in museum.shader)
// the shader name contains texture_directory (like "base_floor" will load museum.shader::base_floor/concfloor_rain)
shaders_count = QERApp_LoadShadersFromDir( texture_directory );
// load remaining texture files
// if a texture is already in use to represent a shader, ignore it
// need this function "GSList *lst SynapseServer::GetMinorList(char *major_name);"
sprintf( dirstring, "textures/%s", texture_directory );
g_ImageManager.BeginExtensionsScan();
const char* ext;
while ( ( ext = g_ImageManager.GetNextExtension() ) != NULL )
{
files = g_slist_concat( files, vfsGetFileList( dirstring, ext ) );
}
for ( temp = files; temp; temp = temp->next )
{
sprintf( name, "%s%s", texture_directory, (char*)temp->data );
StripExtension( name );
strTemp = name;
strTemp.MakeLower();
// avoid effect textures for Q3 texture sets
if ( strTemp.Find( ".specular" ) >= 0 ||
strTemp.Find( ".glow" ) >= 0 ||
strTemp.Find( ".bump" ) >= 0 ||
strTemp.Find( ".diffuse" ) >= 0 ||
strTemp.Find( ".blend" ) >= 0 ||
strTemp.Find( ".alpha" ) >= 0 ) {
continue;
}
// avoid glow, heightmap, normalmap and specular maps for Q4 texture sets
if ( g_str_has_suffix( name, "_g" ) ||
g_str_has_suffix( name, "_h" ) ||
g_str_has_suffix( name, "_local" ) ||
g_str_has_suffix( name, "_nm" ) ||
g_str_has_suffix( name, "_s" ) ||
g_str_has_suffix( name, "_bump" ) ||
g_str_has_suffix( name, "_gloss" ) ||
g_str_has_suffix( name, "_luma" ) ||
g_str_has_suffix( name, "_norm" ) ) {
continue;
}
// avoid ever loading a texture name with spaces
if ( strTemp.Find( " " ) >= 0 ) {
Sys_FPrintf( SYS_WRN, "WARNING: Skipping texture name with spaces [%s]\n", strTemp.GetBuffer() );
continue;
}
// build a texture name that fits the conventions for qtexture_t::name
char stdName[1024];
sprintf( stdName, "textures/%s", name );
// check if this texture doesn't have a shader
if ( !QERApp_ActiveShader_ForTextureName( stdName ) ) {
QERApp_CreateShader_ForTextureName( stdName );
textures_count++;
}
}
Sys_Printf( "Loaded %d shaders and created default shader for %d orphan textures.\n",
shaders_count, textures_count );
vfsClearFileDirList( &files );
// sort for displaying
QERApp_SortActiveShaders();
sprintf( name, "Textures: %s", texture_directory );
gtk_window_set_title( GTK_WINDOW( g_qeglobals_gui.d_entity ), name );
// select the first texture in the list
if ( !g_qeglobals.d_texturewin.texdef.GetName()[0] ) {
SelectTexture( 16, g_qeglobals.d_texturewin.height - 16, false );
}
g_bScreenUpdates = true;
Sys_UpdateWindows( W_TEXTURE );
}
/*
==============
Texture_ShowDirectory
1) Load the shaders for the given directory
2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
available through the IShaders interface
==============
*/
void Texture_ShowDirectory( int menunum ){
strcpy( texture_directory, texture_menunames[menunum - CMD_TEXTUREWAD] );
Texture_ShowDirectory();
}
// scroll origin so the current texture is completely on screen
// if current texture is not displayed, nothing is changed
void Texture_ResetPosition(){
qtexture_t *q;
int x,y;
//this shouldn't ever happen, we startup with notex
if ( !g_qeglobals.d_texturewin.texdef.GetName()[0] ) {
return;
}
// otherwise position with current texture shown
// this used to be in Texture_SetTexture
Texture_StartPos();
while ( 1 )
{
// NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
Texture_NextPos( &x, &y );
q = current_texture;
// if the current texture never found (because // 'show shaders' is off,
// for example), do nothing
if ( !q ) {
break;
}
int nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
// we have found when texdef->name and the shader name match
// NOTE: as everywhere else for our comparisons, we are not case sensitive
if ( !strcmpi( g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName() ) ) {
// take care of calls before initialized
if ( !g_qeglobals.d_texturewin.height ) {
g_qeglobals.d_texturewin.originy = 0;
break;
}
// if the bottom of our selected texture will fit with origin 0, use that
// to prevent scrolling uglyness (stuff scrolled off screen when
// everything would fit)
if ( -( y - nHeight - 2 * FONT_HEIGHT ) < g_qeglobals.d_texturewin.height ) {
g_qeglobals.d_texturewin.originy = 0;
break;
}
// if current is off the top of the window, move it to the top
if ( y > g_qeglobals.d_texturewin.originy ) {
g_qeglobals.d_texturewin.originy = y;
break;
}
// if current is off the bottom, put it on the bottom
if ( y - nHeight - 2 * FONT_HEIGHT < g_qeglobals.d_texturewin.originy - g_qeglobals.d_texturewin.height ) {
g_qeglobals.d_texturewin.originy = y - nHeight - 2 * FONT_HEIGHT + g_qeglobals.d_texturewin.height;
break;
}
// if we made it here, it should already be in view
break;
}
}
Sys_UpdateWindows( W_TEXTURE );
}
/*
==============
Texture_ShowAll
will set the IsDisplayed flag on all the active shaders, so we see everything that's currently in memory
==============
*/
void Texture_ShowAll(){
char name[1024];
#ifdef _DEBUG
if ( g_bShowAllShaders ) {
Sys_Printf( "WARNING: already showing all shaders\n" );
}
#endif
QERApp_ActiveShaders_SetDisplayed( true );
g_bShowAllShaders = true;
// put some information in the texture window title?
sprintf( name, "Textures: in use" );
gtk_window_set_title( GTK_WINDOW( g_qeglobals_gui.d_entity ), name );
Sys_UpdateWindows( W_TEXTURE );
}
/*
==============
Texture_ShowInuse
clear all IsDisplayed flags
scan the map, set IsInUse (will set IsDisplayed on the way)
NOTE: don't sort the textures, don't update the windows (it's used in several contexts, not always necessary to do either)
==============
*/
void WINAPI Texture_ShowInuse( void ){
face_t *f;
brush_t *b;
char name[1024];
g_qeglobals.d_texturewin.originy = 0;
// purge
QERApp_ActiveShaders_SetDisplayed( false );
// scan and only display in-use stuff
Sys_Status( "Selecting active textures", 0 );
for ( b = active_brushes.next ; b != NULL && b != &active_brushes ; b = b->next )
{
if ( b->patchBrush ) {
b->pPatch->pShader->SetInUse( true );
}
else
{
for ( f = b->brush_faces ; f ; f = f->next )
{
f->pShader->SetInUse( true );
}
}
}
for ( b = selected_brushes.next ; b != NULL && b != &selected_brushes ; b = b->next )
{
if ( b->patchBrush ) {
b->pPatch->pShader->SetInUse( true );
}
else
{
for ( f = b->brush_faces ; f ; f = f->next )
{
f->pShader->SetInUse( true );
}
}
}
// we are no longer showing everything
g_bShowAllShaders = false;
// put some information in the texture window title?
sprintf( name, "Textures: in use" );
gtk_window_set_title( GTK_WINDOW( g_qeglobals_gui.d_entity ), name );
// select the first texture in the list
if ( !g_qeglobals.d_texturewin.texdef.GetName()[0] ) {
SelectTexture( 16, g_qeglobals.d_texturewin.height - 16, false );
}
}
void Texture_ShowStartupShaders(){
if ( g_PrefsDlg.m_nShader == PrefsDlg::SHADER_COMMON ) {
// RIANT
// HACK FOR JK2 SUPPORT
if ( g_pGameDescription->mGameFile == "jk2.game" || g_pGameDescription->mGameFile == "ja.game" ) {
strcpy( texture_directory, "system/" );
}
// RIANT
// HACK FOR SOF2 SUPPORT
else if ( g_pGameDescription->mGameFile == "sof2.game" ) {
strcpy( texture_directory, "tools/" );
}
else{ strcpy( texture_directory, "common/" ); }
Texture_ShowDirectory();
}
if ( g_PrefsDlg.m_nShader == PrefsDlg::SHADER_ALL ) {
int count;
char filename[1024];
char *pBuff;
char dirstring[NAME_MAX];
int nLen;
GSList *shaderfiles = NULL;
strcpy( filename, g_pGameDescription->mShaderlist.GetBuffer() );
count = vfsGetFileCount( filename, 0 );
if ( count == 0 ) {
Sys_FPrintf( SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
return;
}
if ( !vfsGetFullPath( filename, 0, 0 ) ) {
Sys_FPrintf( SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
return;
}
Sys_Printf( "Parsing shader files from %s\n", vfsGetFullPath( filename, 0, 0 ) );
nLen = vfsLoadFile( filename, reinterpret_cast<void**>( &pBuff ), 0 );
if ( nLen > 0 ) {
StartTokenParsing( pBuff );
nLen = 0;
while ( GetToken( true ) )
{
GSList *tmp;
bool found = false;
// each token should be a shader filename
sprintf( dirstring, "%s.shader", token );
for ( tmp = shaderfiles; tmp != NULL; tmp = tmp->next )
{
if ( !strcmp( dirstring, (char*)tmp->data ) ) {
found = true;
Sys_FPrintf( SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data );
break;
}
}
if ( !found ) {
shaderfiles = g_slist_append( l_shaderfiles, strdup( dirstring ) );
strcpy( texture_directory, dirstring );
Texture_ShowDirectory();
nLen++;
}
}
g_free( pBuff );
}
}
}
/*
============================================================================
TEXTURE LAYOUT
TTimo: now based on a rundown through all the shaders
nActiveShadersCount: number of shader that have a qtexture_t and may be displayed in the tex window
nCurrentShader: index of active shader that has the current_texture
pCurrentShader: IShader* for current shader
NOTE: we expect the Active shaders count doesn't change during a Texture_StartPos .. Texture_NextPos cycle
otherwise we may need to rely on a list instead of an array storage
============================================================================
*/
void Texture_StartPos( void ){
//++timo TODO: check use of current_texture and current_row?
current_x = 8;
current_y = -8;
current_row = 0;
nActiveShadersCount = QERApp_GetActiveShaderCount();
nCurrentShader = -1;
current_texture = NULL;
pCurrentShader = NULL;
}
// if texture_showinuse jump over non in-use textures
// it's not very clear what should be done here and what in Texture_Draw .. maybe merging the two would do good
IShader* Texture_NextPos( int *x, int *y ){
qtexture_t* q;
while ( 1 )
{
if ( nCurrentShader >= nActiveShadersCount - 1 ) {
// no more shaders
current_texture = NULL;
pCurrentShader = NULL;
return NULL;
}
nCurrentShader++;
pCurrentShader = QERApp_ActiveShader_ForIndex( nCurrentShader );
if ( pCurrentShader == NULL ) {
Sys_FPrintf( SYS_ERR, "ERROR: unexpected pCurrentShader == NULL in Texture_NextPos\n" );
return NULL;
}
current_texture = pCurrentShader->getTexture();
q = current_texture;
if ( !q ) {
Sys_Printf( "WARNING: found an IShader without qtexture_t in Texture_NextPos\n" );
return NULL;
}
/*
Never show anything other than "textures/" path,
This is for q1/q2/q3 .map format, which expects "textures/" path on everything we apply
*/
if ( strncmp( pCurrentShader->getName(), "textures/", 9 ) != 0 ) {
continue;
}
// don't show shaders?
if ( !( g_PrefsDlg.m_bShowShaders || pCurrentShader->IsDefault() ) ) {
continue;
}
if ( g_PrefsDlg.m_bTextureWindow ) {
// some basic filtering
if ( !g_pParentWnd->GetTexWnd()->CheckFilter( pCurrentShader->getName() ) ) {
continue;
}
}
//++timo FIXME: texture_showinuse is useless? with the menu and reload we just refresh the IsDisplayed flag
// but the IsInUse is only relevant to draw the green outline
if ( pCurrentShader->IsDisplayed() ) {
break;
}
continue;
}
int nWidth = (int)( q->width * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
int nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
if ( current_x + nWidth > g_qeglobals.d_texturewin.width - 8 && current_row ) { // go to the next row unless the texture is the first on the row
current_x = 8;
current_y -= current_row + FONT_HEIGHT + 4;
current_row = 0;
}
*x = current_x;
*y = current_y;
// Is our texture larger than the row? If so, grow the
// row height to match it
if ( current_row < nHeight ) {
current_row = nHeight;
}
// never go less than 64, or the names get all crunched up
current_x += nWidth < 64 ? 64 : nWidth;
current_x += 8;
return pCurrentShader;
}
/*
============================================================================
MOUSE ACTIONS
============================================================================
*/
static int textures_cursorx, textures_cursory;
/*
============
Texture_SetTexture
brushprimit_texdef must be understood as a qtexture_t with width=2 height=2 ( the default one )
============
*/
//++timo NOTE: this is a mix of Shader module stuff and texture explorer
// it might need to be split in parts or moved out .. dunno
void WINAPI Texture_SetTexture( texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale, IPluginTexdef *pTexdef, bool bSetSelection ){
if ( texdef->GetName()[0] == '(' ) {
Sys_Status( "Can't select an entity texture", 0 );
return;
}
g_qeglobals.d_texturewin.texdef = *texdef;
g_qeglobals.d_texturewin.texdef.flags &= ~SURF_KEEP;
g_qeglobals.d_texturewin.texdef.contents &= ~CONTENTS_KEEP;
// store the shader pointer
// NOTE: maybe passing the shader pointer would help?
g_qeglobals.d_texturewin.pShader->DecRef();
g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName( texdef->GetName() );
g_qeglobals.d_texturewin.pShader->IncRef();
// set this shader as in use
g_qeglobals.d_texturewin.pShader->SetInUse( true );
// store the texture coordinates for new brush primitive mode
// be sure that all the callers are using the default 2x2 texture
if ( g_qeglobals.m_bBrushPrimitMode ) {
g_qeglobals.d_texturewin.brushprimit_texdef = *brushprimit_texdef;
}
g_dlgFind.updateTextures( texdef->GetName() );
if ( !g_dlgFind.isOpen() && bSetSelection ) {
Select_SetTexture( texdef,brushprimit_texdef,bFitScale );
}
//plugins: send a message telling that the selected texture may have changed
DispatchRadiantMsg( RADIANT_TEXTURE );
// scroll origin so the texture is completely on screen
// takes texdef from g_qeglobals.d_texturewin.texdef, set above
Texture_ResetPosition();
}
void ViewShader( const char *pFile, const char *pName ){
// ask the vfs to build the full path to the file
// (i.e. the first one found)
char *fullName = vfsGetFullPath( pFile,0,0 );
if ( fullName == NULL ) {
Sys_FPrintf( SYS_ERR, "Couldn't get a full path to the shader file: %s\n", pFile );
return;
}
char* pBuff = NULL;
int nSize = vfsLoadFullPathFile( fullName, reinterpret_cast<void**>( &pBuff ) );
if ( nSize <= 0 ) {
Sys_FPrintf( SYS_ERR, "Failed to load shader file %s\n", fullName );
return;
}
// look for the shader declaration
int nStart;
CString strFind = pName;
CString strLook = pBuff;
strLook.MakeLower();
strFind.MakeLower();
// offset used when jumping over commented out definitions
int nOffset = 0;
while ( true )
{
nStart = strLook.Find( strFind, nOffset );
if ( nStart == -1 ) {
break;
}
// we have found something, maybe it's a commented out shader name?
char *strCheck = new char[strLook.GetLength() + 1];
strcpy( strCheck, strLook.GetBuffer() );
strCheck[nStart] = 0;
char *pCheck = strrchr( strCheck, '\n' );
// if there's a commentary sign in-between we'll continue
if ( pCheck && strstr( pCheck, "//" ) ) {
delete[] strCheck;
nOffset = nStart + 1;
continue;
}
delete[] strCheck;
nOffset = nStart;
break;
}
// now close the file
g_free( pBuff );
DoTextEditor( fullName, nOffset );
}
/*
==============
SelectTexture
By mouse click
==============
*/
void SelectTexture( int mx, int my, bool bShift, bool bFitScale ){
int x, y;
qtexture_t *q;
texdef_t tex;
brushprimit_texdef_t brushprimit_tex;
my += g_qeglobals.d_texturewin.originy - g_qeglobals.d_texturewin.height;
Texture_StartPos();
while ( 1 )
{
// NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
Texture_NextPos( &x, &y );
q = current_texture;
if ( !q ) {
break;
}
int nWidth = (int)( q->width * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
int nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
if ( mx > x && mx - x < nWidth
&& my < y && y - my < nHeight + FONT_HEIGHT ) {
if ( bShift ) {
if ( pCurrentShader->IsDefault() ) {
Sys_FPrintf( SYS_ERR, "ERROR: %s is not a shader, it's a texture.\n", pCurrentShader->getName() );
}
else{
ViewShader( pCurrentShader->getShaderFileName(), pCurrentShader->getName() );
}
}
else
{
memset( &tex, 0, sizeof( tex ) );
memset( &brushprimit_tex, 0, sizeof( brushprimit_tex ) );
if ( g_qeglobals.m_bBrushPrimitMode ) {
// brushprimit fitted to a 2x2 texture
brushprimit_tex.coords[0][0] = 1.0f;
brushprimit_tex.coords[1][1] = 1.0f;
}
else
{
tex.scale[0] = g_PrefsDlg.m_fDefTextureScale;
tex.scale[1] = g_PrefsDlg.m_fDefTextureScale;
}
tex.flags = pCurrentShader->getFlags();
// TTimo - shader code cleanup
// texdef.name is the name of the shader, not the name of the actual texture file
tex.SetName( pCurrentShader->getName() );
// NOTE WARNING: Texture_SetTexture uses Texture_NextPos stuff to move the window position on to the texture
// if there's some kind of fuckup in Texture_SetTexture you may end up with different pCurrentShader or even pCurrentShader == NULL
// so we just consider pCurrentShader and current_texture are not valid after this point
IShader *pAuxShader = pCurrentShader;
Texture_SetTexture( &tex, &brushprimit_tex, bFitScale, NULL ); // Nurail
CString strTex;
CString strName;
// if shader, print shader name, otherwise texture name
//++timo FIXME: maybe CShader needs some properties between color / default / actual shader
#ifdef _DEBUG
// this one is never supposed to be set as current one
if ( pAuxShader->IsColor() ) {
Sys_FPrintf( SYS_ERR, "ERROR: unexpected pCurrentShader->IsColor() in SelectTexture\n" );
}
#endif
// NOTE: IsColor is false, IsDefault the only remaining property
if ( pAuxShader->IsDefault() ) {
strName = q->name;
// remove the "textures/" if needed
if ( strName.Find( "textures/" ) != -1 ) {
strName = strName.Mid( 9 );
}
}
else
{
strName = pAuxShader->getName();
}
strTex.Format( "%s W: %i H: %i", strName.GetBuffer(), q->width, q->height );
g_pParentWnd->SetStatusText( 3, strTex );
}
return;
}
}
Sys_Status( "Did not select a texture", 0 );
}
/*
==============
Texture_MouseDown
==============
*/
void Texture_MouseDown( int x, int y, int buttons ){
Sys_GetCursorPos( &textures_cursorx, &textures_cursory );
// lbutton = select texture
if ( buttons == MK_LBUTTON || buttons == ( MK_LBUTTON | MK_SHIFT ) || buttons == ( MK_LBUTTON | MK_CONTROL ) ) {
SelectTexture( x, g_qeglobals.d_texturewin.height - 1 - y, buttons & MK_SHIFT, buttons & MK_CONTROL );
UpdateSurfaceDialog();
UpdatePatchInspector();
}
}
/*
==============
Texture_MouseMoved
==============
*/
void Texture_MouseMoved( int x, int y, int buttons ){
int scale = 1;
if ( buttons & MK_SHIFT ) {
scale = 4;
}
// rbutton = drag texture origin
if ( buttons & MK_RBUTTON ) {
Sys_GetCursorPos( &x, &y );
if ( y != textures_cursory ) {
g_qeglobals.d_texturewin.originy += ( y - textures_cursory ) * scale;
if ( g_qeglobals.d_texturewin.originy > 0 ) {
g_qeglobals.d_texturewin.originy = 0;
}
Sys_SetCursorPos( textures_cursorx, textures_cursory );
// (g_PrefsDlg.m_bTextureScrollbar && g_qeglobals_gui.d_texture_scroll != NULL)
// fixes broken texture scrolling when scrollbar is disabled
GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
gtk_adjustment_set_value( vadjustment, abs( g_qeglobals.d_texturewin.originy ) );
//
}
return;
}
}
/*
============================================================================
DRAWING
============================================================================
*/
int imax( int iFloor, int i ) {
if ( i > iFloor ) {
return iFloor;
}
return i;
}
/*
============
Texture_Draw
TTimo: relying on the shaders list to display the textures
we must query all qtexture_t* to manage and display through the IShaders interface
this allows a plugin to completely override the texture system
============
*/
void Texture_Draw( int width, int height ){
int x, y, last_y = 0, last_height = 0, nWidth, nHeight;
qtexture_t *q;
char *name;
qglClearColor( g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][0],
g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][1],
g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][2], 0 );
qglViewport( 0,0,width,height );
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity();
qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
qglDisable( GL_DEPTH_TEST );
qglDisable( GL_BLEND );
qglOrtho( 0, width, g_qeglobals.d_texturewin.originy - height, g_qeglobals.d_texturewin.originy, -100, 100 );
qglEnable( GL_TEXTURE_2D );
qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
g_qeglobals.d_texturewin.width = width;
g_qeglobals.d_texturewin.height = height;
Texture_StartPos();
for (;; )
{
// NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
Texture_NextPos( &x, &y );
q = current_texture;
if ( !q ) {
break;
}
nWidth = (int)( q->width * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
if ( y != last_y ) {
last_y = y;
last_height = 0;
}
last_height = MAX( nHeight, last_height );
// Is this texture visible?
if ( ( y - nHeight - FONT_HEIGHT < g_qeglobals.d_texturewin.originy )
&& ( y > g_qeglobals.d_texturewin.originy - height ) ) {
// borders rules:
// if it's the current texture, draw a thick red line, else:
// shaders have a white border, simple textures don't
// if !texture_showinuse: (some textures displayed may not be in use)
// draw an additional square around with 0.5 1 0.5 color
if ( !strcmpi( g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName() ) ) {
qglLineWidth( 3 );
qglColor3f( 1,0,0 );
qglDisable( GL_TEXTURE_2D );
qglBegin( GL_LINE_LOOP );
qglVertex2f( x - 4,y - FONT_HEIGHT + 4 );
qglVertex2f( x - 4,y - FONT_HEIGHT - nHeight - 4 );
qglVertex2f( x + 4 + nWidth,y - FONT_HEIGHT - nHeight - 4 );
qglVertex2f( x + 4 + nWidth,y - FONT_HEIGHT + 4 );
qglEnd();
qglEnable( GL_TEXTURE_2D );
qglLineWidth( 1 );
}
else
{
qglLineWidth( 1 );
// shader border:
if ( !pCurrentShader->IsDefault() ) {
qglColor3f( 1,1,1 );
qglDisable( GL_TEXTURE_2D );
qglBegin( GL_LINE_LOOP );
qglVertex2f( x - 1,y + 1 - FONT_HEIGHT );
qglVertex2f( x - 1,y - nHeight - 1 - FONT_HEIGHT );
qglVertex2f( x + 1 + nWidth,y - nHeight - 1 - FONT_HEIGHT );
qglVertex2f( x + 1 + nWidth,y + 1 - FONT_HEIGHT );
qglEnd();
qglEnable( GL_TEXTURE_2D );
}
// highlight in-use textures
if ( pCurrentShader->IsInUse() ) {
qglColor3f( 0.5,1,0.5 );
qglDisable( GL_TEXTURE_2D );
qglBegin( GL_LINE_LOOP );
qglVertex2f( x - 3,y + 3 - FONT_HEIGHT );
qglVertex2f( x - 3,y - nHeight - 3 - FONT_HEIGHT );
qglVertex2f( x + 3 + nWidth,y - nHeight - 3 - FONT_HEIGHT );
qglVertex2f( x + 3 + nWidth,y + 3 - FONT_HEIGHT );
qglEnd();
qglEnable( GL_TEXTURE_2D );
}
}
// Draw the texture
qglBindTexture( GL_TEXTURE_2D, q->texture_number );
QE_CheckOpenGLForErrors();
qglColor3f( 1,1,1 );
qglBegin( GL_QUADS );
qglTexCoord2f( 0,0 );
qglVertex2f( x,y - FONT_HEIGHT );
qglTexCoord2f( 1,0 );
qglVertex2f( x + nWidth,y - FONT_HEIGHT );
qglTexCoord2f( 1,1 );
qglVertex2f( x + nWidth,y - FONT_HEIGHT - nHeight );
qglTexCoord2f( 0,1 );
qglVertex2f( x,y - FONT_HEIGHT - nHeight );
qglEnd();
// draw the texture name
qglDisable( GL_TEXTURE_2D );
qglColor3f( 1,1,1 );
qglRasterPos2f( x, y - FONT_HEIGHT + 2 );
// don't draw the directory name
name = (char*)pCurrentShader->getName();
name += strlen( name );
while ( name != (char*)pCurrentShader->getName() && *( name - 1 ) != '/' && *( name - 1 ) != '\\' )
name--;
gtk_glwidget_print_string( name );
qglEnable( GL_TEXTURE_2D );
}
}
g_qeglobals.d_texturewin.m_nTotalHeight = abs( y ) + last_height + FONT_HEIGHT + 4;
// reset the current texture
qglBindTexture( GL_TEXTURE_2D, 0 );
qglFinish();
}
//++timo seems we only know hard inits now..
//void Texture_Init (bool bHardInit)
void Texture_Init(){
g_qeglobals.d_qtextures = NULL;
// initialize the qtexture map
if ( g_qeglobals.d_qtexmap ) {
Sys_FPrintf( SYS_ERR, "TODO: delete g_qeglobals.d_qtexmap in Texture_Init\n" );
}
g_qeglobals.d_qtexmap = g_hash_table_new( g_str_hash, g_str_equal );
// initialize .. in some cases if no default texture / project loaded it crashes
memset( &g_qeglobals.d_texturewin.texdef, 0, sizeof( g_qeglobals.d_texturewin.texdef ) );
g_qeglobals.d_texturewin.texdef.SetName( SHADER_NOT_FOUND );
g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName( SHADER_NOT_FOUND );
}
// FIXME TTimo this needs to move to the shader module along with l_shaderlist move
// preload shader files that have been listed in shaderlist.txt
void PreloadShaders(){
GSList *lst = l_shaderfiles;
Str shadername;
while ( lst )
{
shadername = g_pGameDescription->mShaderPath;
shadername += (char*)lst->data;
QERApp_LoadShaderFile( shadername.GetBuffer() );
lst = lst->next;
}
}
// TTimo: modified to expect the reletive path to the skin as input
// will look into pak files if necessary
// uses the shader code to load the texture Try_Texture_ForName
// modified SkinInfo accordingly to store the qtexture_t and shader name (reletive version)
// the .md3 have bundled filetype extension, but they don't fit with the actual data
// ex: models/mapobjects/gargoyle.tga doesn't exist, but models/mapobjects/gargoyle.jpg can be used instead
// so we remove the extension before load attempt
int WINAPI Texture_LoadSkin( char *pName, int *pnWidth, int *pnHeight ){
// byte *pic = NULL;
// byte *pic32 = NULL;
int nTex = -1;
qtexture_t *qtex;
SkinInfo *pInfo;
const char *pCleanName;
int nSize = g_lstSkinCache.GetSize();
pCleanName = QERApp_CleanTextureName( pName, false );
for ( int i = 0; i < nSize; i++ )
{
SkinInfo *pInfo = reinterpret_cast<SkinInfo*>( g_lstSkinCache.GetAt( i ) );
if ( pInfo ) {
if ( stricmp( pCleanName, pInfo->m_strName ) == 0 ) {
return pInfo->m_nTextureBind;
}
}
}
// if the load is successfull, we get back a qtexture_t
// we don't need to free it, it's in g_qeglobals.d_qtextures
// NOTE: we need to free the SkinInfo though..
qtex = QERApp_Try_Texture_ForName( pCleanName );
if ( qtex ) {
nTex = qtex->texture_number;
pInfo = new SkinInfo( qtex->name, nTex, qtex );
}
else
{
pInfo = new SkinInfo( pCleanName, -1, NULL );
}
g_lstSkinCache.Add( pInfo );
return nTex;
}
bool TexWnd::CheckFilter( const char* name ){
const char* buf = gtk_entry_get_text( GTK_ENTRY( m_pFilter ) );
if ( strstr( name, buf ) != 0 ) {
return true;
}
return false;
}
// =============================================================================
// static functions
static void vertical_scroll( GtkWidget *widget, gpointer data ){
( (TexWnd*)data )->OnVScroll();
}
static void filter_changed( GtkWidget *widget, gpointer data ){
CString str;
str = gtk_entry_get_text( GTK_ENTRY( widget ) );
( (TexWnd*)data )->UpdateFilter( str );
}
// =============================================================================
// TexWnd class
TexWnd::TexWnd()
: GLWindow( FALSE ){
m_pFilter = NULL;
m_bNeedRange = true;
}
TexWnd::~TexWnd(){
}
void TexWnd::OnCreate(){
if ( !MakeCurrent() ) {
Error( "glMakeCurrent in TexWnd::OnCreate failed" );
}
g_qeglobals_gui.d_texture = m_pWidget;
g_nTextureOffset = 0;
GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
gtk_signal_connect( GTK_OBJECT( vadjustment ), "value_changed", GTK_SIGNAL_FUNC( vertical_scroll ), this );
if ( g_PrefsDlg.m_bTextureScrollbar ) {
gtk_widget_show( g_qeglobals_gui.d_texture_scroll );
} else {
gtk_widget_hide( g_qeglobals_gui.d_texture_scroll );
}
m_bNeedRange = true;
gtk_signal_connect( GTK_OBJECT( m_pFilter ), "changed", GTK_SIGNAL_FUNC( filter_changed ), this );
if ( g_PrefsDlg.m_bTextureWindow ) {
gtk_widget_show( m_pFilter );
}
}
void TexWnd::UpdateFilter( const char* pFilter ){
g_bFilterEnabled = false;
if ( pFilter ) {
g_strFilter = pFilter;
if ( g_strFilter.GetLength() > 0 ) {
g_bFilterEnabled = true;
}
QERApp_SortActiveShaders();
}
Sys_UpdateWindows( W_TEXTURE );
}
void TexWnd::OnSize( int cx, int cy ){
m_bNeedRange = true;
}
void TexWnd::OnExpose() {
int nOld = g_qeglobals.d_texturewin.m_nTotalHeight;
if ( !MakeCurrent() ) {
Sys_FPrintf( SYS_ERR, "ERROR: glXMakeCurrent failed..\n " );
Sys_Printf( "Please restart Radiant if the Texture view is not working\n" );
}
else
{
QE_CheckOpenGLForErrors();
Texture_Draw( m_pWidget->allocation.width, m_pWidget->allocation.height - g_nTextureOffset );
QE_CheckOpenGLForErrors();
SwapBuffers();
}
if ( g_PrefsDlg.m_bTextureScrollbar && ( m_bNeedRange || g_qeglobals.d_texturewin.m_nTotalHeight != nOld ) ) {
GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
vadjustment->value = -g_qeglobals.d_texturewin.originy;
vadjustment->page_size = m_pWidget->allocation.height;
vadjustment->page_increment = m_pWidget->allocation.height / 2;
vadjustment->step_increment = 20;
vadjustment->lower = 0;
vadjustment->upper = g_qeglobals.d_texturewin.m_nTotalHeight;
gtk_signal_emit_by_name( GTK_OBJECT( vadjustment ), "changed" );
m_bNeedRange = false;
}
}
void TexWnd::OnLButtonDown( guint32 flags, int pointx, int pointy ){
SetCapture();
Texture_MouseDown( pointx, pointy - g_nTextureOffset, flags );
}
void TexWnd::OnRButtonDown( guint32 flags, int pointx, int pointy ){
SetCapture();
Texture_MouseDown( pointx, pointy - g_nTextureOffset, flags );
}
void TexWnd::OnMButtonDown( guint32 flags, int pointx, int pointy ){
SetCapture();
Texture_MouseDown( pointx, pointy - g_nTextureOffset, flags );
}
void TexWnd::OnLButtonUp( guint32 flags, int pointx, int pointy ){
ReleaseCapture();
DragDropTexture( flags, pointx, pointy );
}
void TexWnd::OnRButtonUp( guint32 flags, int pointx, int pointy ){
ReleaseCapture();
}
void TexWnd::OnMButtonUp( guint32 flags, int pointx, int pointy ){
ReleaseCapture();
}
void TexWnd::OnMouseMove( guint32 flags, int pointx, int pointy ){
Texture_MouseMoved( pointx, pointy - g_nTextureOffset, flags );
// if scrollbar is hidden, we don't seem to get an update
if ( !g_PrefsDlg.m_bTextureScrollbar ) {
RedrawWindow();
}
}
void TexWnd::OnVScroll(){
GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
g_qeglobals.d_texturewin.originy = -(int)vadjustment->value;
RedrawWindow();
}
void TexWnd::UpdatePrefs(){
if ( g_PrefsDlg.m_bTextureWindow ) {
gtk_widget_show( m_pFilter );
}
else{
gtk_widget_hide( m_pFilter );
}
if ( g_PrefsDlg.m_bTextureScrollbar ) {
gtk_widget_show( g_qeglobals_gui.d_texture_scroll );
}
else{
gtk_widget_hide( g_qeglobals_gui.d_texture_scroll );
}
m_bNeedRange = true;
RedrawWindow();
}
void TexWnd::FocusEdit() {
if ( GTK_WIDGET_VISIBLE( m_pFilter ) ) {
gtk_window_set_focus( GTK_WINDOW( g_pParentWnd->m_pWidget ), m_pFilter );
}
}
void TexWnd::OnMouseWheel( bool bUp, int pointx, int pointy ){
if ( bUp ) {
if ( g_qeglobals.d_texturewin.originy < 0 ) {
g_qeglobals.d_texturewin.originy += g_PrefsDlg.m_nWheelInc;
// clamp so we don't get jiggle if moved by less than scrollwheel increment
if ( g_qeglobals.d_texturewin.originy > 0 ) {
g_qeglobals.d_texturewin.originy = 0;
}
}
}
else
{
if ( g_qeglobals.d_texturewin.originy > ( -g_qeglobals.d_texturewin.m_nTotalHeight + g_qeglobals.d_texturewin.height ) ) {
g_qeglobals.d_texturewin.originy -= g_PrefsDlg.m_nWheelInc;
}
}
GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
gtk_adjustment_set_value( vadjustment, abs( g_qeglobals.d_texturewin.originy ) );
RedrawWindow();
}
void TexWnd::DragDropTexture( guint32 flags, int pointx, int pointy ){
// This gets called from leftmouse up event. We see if the mouseup is above
// the camwindow. If this is the case do a trace for a surface. If we hit a
// surface, texture it with the current texture.
int m_ptXcheck, m_ptYcheck;
int m_ptX, m_ptY;
GtkWidget *widget;
gint x, y;
vec3_t dir;
float f, r, u;
int i;
// we only want to catch a plain mouseevent
if ( flags ) {
return;
}
// see if we are above the camwindow
Sys_GetCursorPos( &m_ptX, &m_ptY );
if ( g_pParentWnd->CurrentStyle() == MainFrame::eFloating ) {
widget = g_pParentWnd->GetCamWnd()->m_pParent;
}
else{
widget = g_pParentWnd->GetCamWnd()->GetWidget();
}
get_window_pos( widget, &x, &y );
if ( m_ptX < x || m_ptY < y ||
m_ptX > x + widget->allocation.width ||
m_ptY > y + widget->allocation.height ) {
return;
}
// check if the camwindow isn't being partially hidden by another window at this point
m_ptXcheck = m_ptX;
m_ptYcheck = m_ptY;
if ( g_pParentWnd->GetCamWnd()->GetWidget()->window != gdk_window_at_pointer( &m_ptXcheck, &m_ptYcheck ) ) {
return;
}
// calc ray direction
x = m_ptX - x;
y = g_pParentWnd->GetCamWnd()->Camera()->height - 1 - ( m_ptY - y );
u = (float)( y - ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f );
r = (float)( x - ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f );
f = 1;
for ( i = 0 ; i < 3 ; i++ )
dir[i] = g_pParentWnd->GetCamWnd()->Camera()->vpn[i] * f +
g_pParentWnd->GetCamWnd()->Camera()->vright[i] * r +
g_pParentWnd->GetCamWnd()->Camera()->vup[i] * u;
VectorNormalize( dir, dir );
// do a trace for a surface
trace_t t;
t = Test_Ray( g_pParentWnd->GetCamWnd()->Camera()->origin, dir, SF_SINGLEFACE );
if ( t.brush ) {
texdef_t tex;
brushprimit_texdef_t brushprimit_tex;
memset( &tex, 0, sizeof( tex ) );
memset( &brushprimit_tex, 0, sizeof( brushprimit_tex ) );
if ( g_qeglobals.m_bBrushPrimitMode ) {
// brushprimit fitted to a 2x2 texture
brushprimit_tex.coords[0][0] = 1.0f;
brushprimit_tex.coords[1][1] = 1.0f;
}
else
{
tex.scale[0] = g_PrefsDlg.m_fDefTextureScale;
tex.scale[1] = g_PrefsDlg.m_fDefTextureScale;
}
tex.flags = g_qeglobals.d_texturewin.texdef.flags;
tex.value = g_qeglobals.d_texturewin.texdef.value;
tex.contents = g_qeglobals.d_texturewin.texdef.contents;
// TTimo - shader code cleanup
// texdef.name is the name of the shader, not the name of the actual texture file
tex.SetName( g_qeglobals.d_texturewin.texdef.GetName() );
Undo_Start( "set face textures" );
Undo_AddBrush( t.brush );
SetFaceTexdef( t.face, &tex, &brushprimit_tex, false, NULL );
Brush_Build( t.brush, false );
Undo_EndBrush( t.brush );
Undo_End();
Sys_UpdateWindows( W_CAMERA );
g_pParentWnd->OnTimer();
}
}